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/****************************************************************************
**
** Copyright (C) 2014 NVIDIA Corporation.
** Copyright (C) 2019 The Qt Company Ltd.
** Contact: https://www.qt.io/licensing/
**
** This file is part of Qt 3D Studio.
**
** $QT_BEGIN_LICENSE:GPL$
** Commercial License Usage
** Licensees holding valid commercial Qt licenses may use this file in
** accordance with the commercial license agreement provided with the
** Software or, alternatively, in accordance with the terms contained in
** a written agreement between you and The Qt Company. For licensing terms
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**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 3 or (at your option) any later version
** approved by the KDE Free Qt Foundation. The licenses are as published by
** the Free Software Foundation and appearing in the file LICENSE.GPL3
** included in the packaging of this file. Please review the following
** information to ensure the GNU General Public License requirements will
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****************************************************************************/
float gradientInterpolate( in int interpolationMode, in float value )
{
switch( interpolationMode )
{
case gradient_interpolation_linear :
return( value );
case gradient_interpolation_off :
return( 0.0 );
case gradient_interpolation_ease_in :
return( 1.0 - pow( 1.0 - value, 2.0/3.0 ) );
case gradient_interpolation_ease_out :
return( pow( value, 2.0/3.0 ) );
case gradient_interpolation_ease_in_out :
return( ( value <= 0.5 )
? 0.5 * pow( 2.0 * value, 2.0/3.0 )
: 0.5 + 0.5 * ( 1.0 - pow( 2.0 * ( 1.0 - value ), 2.0/3.0 ) ) );
default:
return( value ); // default is linear
}
}
texture_return gradient3Recolor( in float gradientPositions[3], in vec3 gradientColors[3], in int interpolationModes[3], in int monoSource, in float distortion, in float position )
{
texture_return tr;
float pos = position + distortion;
if ( pos <= gradientPositions[0] )
{
tr.tint = gradientColors[0];
}
else if ( pos >= gradientPositions[2] )
{
tr.tint = gradientColors[2];
}
else
{
int index = ( position < gradientPositions[1] ) ? 0 : 1;
float relPos = gradientInterpolate( interpolationModes[index], ( pos - gradientPositions[index] ) / ( gradientPositions[index+1] - gradientPositions[index] ) );
tr.tint = mix( gradientColors[index], gradientColors[index+1], relPos );
}
tr.mono = 0.0;
return( tr );
}